Add ol.renderer.webgl.VectorLayer2
This commit is contained in:
21
src/ol/renderer/webgl/webglvectorlayer2pointcollection.glsl
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21
src/ol/renderer/webgl/webglvectorlayer2pointcollection.glsl
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//! NAMESPACE=ol.renderer.webgl.vectorlayer2.shader.PointCollection
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//! CLASS=ol.renderer.webgl.vectorlayer2.shader.PointCollection
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//! VERTEX
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attribute vec2 a_position;
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uniform float u_pointSize;
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uniform mat4 u_modelViewMatrix;
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void main(void) {
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gl_Position = u_modelViewMatrix * vec4(a_position, 0., 1.);
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gl_PointSize = u_pointSize;
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}
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//! FRAGMENT
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uniform vec4 u_color;
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void main(void) {
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gl_FragColor = u_color;
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}
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// This file is automatically generated, do not edit
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goog.provide('ol.renderer.webgl.vectorlayer2.shader.PointCollection');
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goog.require('ol.webgl.shader');
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/**
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* @constructor
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* @extends {ol.webgl.shader.Fragment}
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*/
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ol.renderer.webgl.vectorlayer2.shader.PointCollectionFragment = function() {
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goog.base(this, ol.renderer.webgl.vectorlayer2.shader.PointCollectionFragment.SOURCE);
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};
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goog.inherits(ol.renderer.webgl.vectorlayer2.shader.PointCollectionFragment, ol.webgl.shader.Fragment);
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goog.addSingletonGetter(ol.renderer.webgl.vectorlayer2.shader.PointCollectionFragment);
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/**
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* @const
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* @type {string}
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*/
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ol.renderer.webgl.vectorlayer2.shader.PointCollectionFragment.DEBUG_SOURCE = 'precision mediump float;\n//! NAMESPACE=ol.renderer.webgl.vectorlayer2.shader.PointCollection\n//! CLASS=ol.renderer.webgl.vectorlayer2.shader.PointCollection\n\n\n//! FRAGMENT\nuniform vec4 u_color;\n\nvoid main(void) {\n gl_FragColor = u_color;\n}\n\n';
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/**
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* @const
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* @type {string}
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*/
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ol.renderer.webgl.vectorlayer2.shader.PointCollectionFragment.OPTIMIZED_SOURCE = 'precision mediump float;uniform vec4 c;void main(){gl_FragColor=c;}';
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/**
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* @const
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* @type {string}
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*/
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ol.renderer.webgl.vectorlayer2.shader.PointCollectionFragment.SOURCE = goog.DEBUG ?
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ol.renderer.webgl.vectorlayer2.shader.PointCollectionFragment.DEBUG_SOURCE :
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ol.renderer.webgl.vectorlayer2.shader.PointCollectionFragment.OPTIMIZED_SOURCE;
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/**
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* @constructor
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* @extends {ol.webgl.shader.Vertex}
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*/
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ol.renderer.webgl.vectorlayer2.shader.PointCollectionVertex = function() {
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goog.base(this, ol.renderer.webgl.vectorlayer2.shader.PointCollectionVertex.SOURCE);
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};
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goog.inherits(ol.renderer.webgl.vectorlayer2.shader.PointCollectionVertex, ol.webgl.shader.Vertex);
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goog.addSingletonGetter(ol.renderer.webgl.vectorlayer2.shader.PointCollectionVertex);
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/**
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* @const
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* @type {string}
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*/
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ol.renderer.webgl.vectorlayer2.shader.PointCollectionVertex.DEBUG_SOURCE = '//! NAMESPACE=ol.renderer.webgl.vectorlayer2.shader.PointCollection\n//! CLASS=ol.renderer.webgl.vectorlayer2.shader.PointCollection\n\n\n//! VERTEX\nattribute vec2 a_position;\nuniform float u_pointSize;\nuniform mat4 u_modelViewMatrix;\n\nvoid main(void) {\n gl_Position = u_modelViewMatrix * vec4(a_position, 0., 1.);\n gl_PointSize = u_pointSize;\n}\n\n\n';
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/**
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* @const
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* @type {string}
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*/
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ol.renderer.webgl.vectorlayer2.shader.PointCollectionVertex.OPTIMIZED_SOURCE = 'attribute vec2 c;uniform float a;uniform mat4 b;void main(){gl_Position=b*vec4(c,0,1);gl_PointSize=a;}';
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/**
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* @const
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* @type {string}
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*/
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ol.renderer.webgl.vectorlayer2.shader.PointCollectionVertex.SOURCE = goog.DEBUG ?
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ol.renderer.webgl.vectorlayer2.shader.PointCollectionVertex.DEBUG_SOURCE :
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ol.renderer.webgl.vectorlayer2.shader.PointCollectionVertex.OPTIMIZED_SOURCE;
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/**
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* @constructor
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* @param {WebGLRenderingContext} gl GL.
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* @param {WebGLProgram} program Program.
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*/
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ol.renderer.webgl.vectorlayer2.shader.PointCollection.Locations = function(gl, program) {
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/**
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* @type {WebGLUniformLocation}
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*/
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this.u_pointSize = gl.getUniformLocation(
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program, goog.DEBUG ? 'u_pointSize' : 'a');
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/**
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* @type {WebGLUniformLocation}
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*/
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this.u_modelViewMatrix = gl.getUniformLocation(
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program, goog.DEBUG ? 'u_modelViewMatrix' : 'b');
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/**
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* @type {WebGLUniformLocation}
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*/
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this.u_color = gl.getUniformLocation(
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program, goog.DEBUG ? 'u_color' : 'c');
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/**
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* @type {number}
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*/
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this.a_position = gl.getAttribLocation(
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program, goog.DEBUG ? 'a_position' : 'c');
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};
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156
src/ol/renderer/webgl/webglvectorlayer2renderer.js
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156
src/ol/renderer/webgl/webglvectorlayer2renderer.js
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goog.provide('ol.renderer.webgl.VectorLayer2');
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goog.require('goog.vec.Mat4');
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goog.require('goog.webgl');
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goog.require('ol.math');
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goog.require('ol.renderer.webgl.Layer');
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goog.require('ol.renderer.webgl.vectorlayer2.shader.PointCollection');
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/**
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* @constructor
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* @extends {ol.renderer.webgl.Layer}
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* @param {ol.renderer.Map} mapRenderer Map renderer.
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* @param {ol.layer.VectorLayer2} vectorLayer2 Vector layer.
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*/
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ol.renderer.webgl.VectorLayer2 = function(mapRenderer, vectorLayer2) {
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goog.base(this, mapRenderer, vectorLayer2);
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goog.vec.Mat4.makeIdentity(this.projectionMatrix);
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/**
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* @private
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* @type {!goog.vec.Mat4.Number}
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*/
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this.modelViewMatrix_ = goog.vec.Mat4.createNumberIdentity();
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/**
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* @private
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* @type {ol.renderer.webgl.vectorlayer2.shader.PointCollection.Locations}
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*/
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this.pointCollectionLocations_ = null;
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};
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goog.inherits(ol.renderer.webgl.VectorLayer2, ol.renderer.webgl.Layer);
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/**
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* @return {ol.layer.VectorLayer2} Vector layer.
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*/
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ol.renderer.webgl.VectorLayer2.prototype.getVectorLayer = function() {
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return /** @type {ol.layer.VectorLayer2} */ (this.getLayer());
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};
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/**
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* @inheritDoc
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*/
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ol.renderer.webgl.VectorLayer2.prototype.handleWebGLContextLost = function() {
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goog.base(this, 'handleWebGLContextLost');
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this.pointCollectionLocations_ = null;
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};
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/**
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* @inheritDoc
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*/
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ol.renderer.webgl.VectorLayer2.prototype.renderFrame =
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function(frameState, layerState) {
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var mapRenderer = this.getWebGLMapRenderer();
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var gl = mapRenderer.getGL();
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var view2DState = frameState.view2DState;
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var vectorLayer = this.getVectorLayer();
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var vectorSource = vectorLayer.getVectorSource();
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var size = frameState.size;
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var framebufferDimension = ol.math.roundUpToPowerOfTwo(
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Math.max(size[0], size[1]));
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this.bindFramebuffer(frameState, framebufferDimension);
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gl.viewport(0, 0, framebufferDimension, framebufferDimension);
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gl.clearColor(0, 0, 0, 0);
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gl.clear(goog.webgl.COLOR_BUFFER_BIT);
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gl.enable(goog.webgl.BLEND);
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goog.vec.Mat4.makeIdentity(this.modelViewMatrix_);
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if (view2DState.rotation !== 0) {
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goog.vec.Mat4.rotateZ(this.modelViewMatrix_, -view2DState.rotation);
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}
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goog.vec.Mat4.scale(this.modelViewMatrix_,
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2 / (framebufferDimension * view2DState.resolution),
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2 / (framebufferDimension * view2DState.resolution),
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1);
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goog.vec.Mat4.translate(this.modelViewMatrix_,
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-view2DState.center[0],
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-view2DState.center[1],
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0);
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var pointCollections = vectorSource.getPointCollections();
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if (pointCollections.length > 0) {
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this.renderPointCollections(pointCollections);
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}
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goog.vec.Mat4.makeIdentity(this.texCoordMatrix);
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goog.vec.Mat4.translate(this.texCoordMatrix,
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0.5,
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0.5,
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0);
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goog.vec.Mat4.scale(this.texCoordMatrix,
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size[0] / framebufferDimension,
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size[1] / framebufferDimension,
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1);
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goog.vec.Mat4.translate(this.texCoordMatrix,
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-0.5,
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-0.5,
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0);
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};
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/**
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* @param {Array.<ol.geom2.PointCollection>} pointCollections Point collections.
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*/
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ol.renderer.webgl.VectorLayer2.prototype.renderPointCollections =
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function(pointCollections) {
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var mapRenderer = this.getWebGLMapRenderer();
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var gl = mapRenderer.getGL();
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var fragmentShader = ol.renderer.webgl.vectorlayer2.shader.
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PointCollectionFragment.getInstance();
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var vertexShader = ol.renderer.webgl.vectorlayer2.shader.
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PointCollectionVertex.getInstance();
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var program = mapRenderer.getProgram(fragmentShader, vertexShader);
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gl.useProgram(program);
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if (goog.isNull(this.pointCollectionLocations_)) {
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this.pointCollectionLocations_ =
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new ol.renderer.webgl.vectorlayer2.shader.PointCollection.Locations(
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gl, program);
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}
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gl.uniformMatrix4fv(this.pointCollectionLocations_.u_modelViewMatrix, false,
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this.modelViewMatrix_);
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var buf, dim, i, pointCollection;
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for (i = 0; i < pointCollections.length; ++i) {
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pointCollection = pointCollections[i];
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buf = pointCollection.buf;
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dim = pointCollection.dim;
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mapRenderer.bindBuffer(goog.webgl.ARRAY_BUFFER, buf);
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gl.enableVertexAttribArray(this.pointCollectionLocations_.a_position);
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gl.vertexAttribPointer(this.pointCollectionLocations_.a_position, 2,
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goog.webgl.FLOAT, false, 4 * dim, 0);
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gl.uniform4fv(this.pointCollectionLocations_.u_color, [1, 0, 0, 0.75]);
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gl.uniform1f(this.pointCollectionLocations_.u_pointSize, 3);
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buf.forEachRange(function(start, stop) {
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gl.drawArrays(goog.webgl.POINTS, start / dim, (stop - start) / dim);
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});
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}
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};
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